Builds - Thor - The Annihilator (Balanced Build)

Durability6 Strength7 Fighting5 Speed5 Energy6 Intelligence2 Level60 Damage Reduction0 Damage0
The Annihilator (Balanced Build) by GRAVEDIGGER Last updated 2026-06-22 12:19:24
Types: Tank, Physical, Ranged, Melee, Energy, Cosmic, EndGame, MM, Terminals, Danger Room, All, AoE, Hybrid, TAHITI
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In short, this is an end-game build designed to deal maximum damage while also maintaining good survivability; the focus is on having a comfortable gameplay for all general game content. I sacrificed as little damage as possible to achieve a good balance in the hero's survivability. You will be extremely resistant without any need to use Perseus' shield, which is a cheap alternative that severely hinders your damage and critical hit chance. So pay attention, each item, item bonus, and infinity point has been carefully chosen with this focus in mind.

 

This build focuses on dealing a lot of damage through the "Godly Smite" effect from talents; in this build this power effect is only activated by Hammer SmashLeaping SmiteSpinning Strike and Son of Odin powers. But for these attacks to inflict godly smite damage, you need to have the right talents enabled and at least one full bar of Odinforce. In this build, it's possible to fill the Odinforce bars with Son of Odin power.

 

What is the "Godly Smite" effect??? ​​It's lightning bolts coming from the sky every time you strike with the ability that activates this effect; this damage is an area of ​​effect. For example, if you hit the target directly with Spinning Strike the target will be hit by two separate damages at the same time: the physical damage from the ability itself, which is single-target, and the energy area damage, which is the Godly Smite power. This makes Thor a powerful melee AOE. For Asgard! power with the talent wrath of god activated it will cause the Godly Smite effects to deal double damage and guaranted a critical hit, For Asgard! It also resets the cooldowns of the powers that activate Godly Smite effects.

 

 

The Power Rotation:

 

1) Start by holding your common attack  ><  permanently in the enemy or boss.

 

2) Activate  ><  to fill the entire Odinforce bar. This ability is what will keep your Odinforce bars full and your passive buffs active.

 

3) Use all of these powers as quickly as possible  >  >  >.

 

4) Then activate  ><  to reset the cooldown of all these abilities  >  >  >  >. And then use all four of those skills again as quickly as possible.

 

5) Use your signature  ><  After completing the initial 4 steps.

 

6) After completing the initial 5 steps, use each power that finishes its cooldown first. Remember that whenever you use the For Asgard! buff, the cooldown of your 4 main powers will be reseted to use again.

 

 

Simplified rotation:

>>>>>>>>>>

 

 

 

Extra tip: The ability  ><  can replace the dash power  ><  to help you deal more damage. But being without a dash will make you slower at taking down groups of normal enemies, especially in terminals where you need to kill common enemies quickly, and you'll also be at risk against some bosses who can kill you with one hit. Proceed at your own risk. This ability can replace the signature in danger rooms with the challenge that prohibits the use of signatures.

 

 

Extra tip: Thor has many common attacks that you can freely change to suit your preference and also to vary your gameplay a bit, below are all of them:

 

1)    This common attack has the highest DPS, plus it hits 3 enemies at the same time with the same damage.

 

2)    This is the second strongest common attack; use it if you want a purely melee Thor. It deals significant damage to individual targets and some damage to nearby enemies with the chain reaction of electricity generated by this attack.

 

3)    This common attack is incredibly good for dealing with groups of bosses, as it deals decent and continuous damage over a very wide area, and it also greatly increases your damage reduction while channeling this attack.

 

4)    This common attack is quite fun; it deals decent damage in a straight line and leaves trails of electricity causing damage per second, good for mobbing and also for cluttering the screen with lots of visual effects :D

 

5)    This is also viable as a common attack, dealing decent but inconsistent damage. It's fun to use in the classic Thor style of throwing the hammer. It's worth remembering that with the Almighty Mjolnir talent activated in the build, this attack deals guaranteed critical damage for 8 seconds after using Son of Odin. The duration of power on items extends this buff.

 

6)    This one deals continuous damage in a wide area in front of you, but it has the lowest DPS of all your basic attacks.

 

  

 

 

The Build:

 

Spirit problems and solutions: 

A very important point for the build to function, Thor doesn't have easy ways to quickly recover spirit, and he spends a lot of spirit all the time, follow my recommendations or you'll run out of spirit during the battle with this build.

1) For the catalyst, it's absolutely mandatory to have the bonus of recovering 100 spirit when using a med kit; without it, you won't be able to maintain your spirit. So always prioritize this bonus whenever you're farming catalysts for Thor.

2) You need the cosmic bonus that reduces spirit cost by 15% on one of your artifacts.

3) You need the 10% spirit cost reduction bonus from the Mind Gem.

4) Get the Loki synergy that provides a 5% reduction in spirit cost; it's actually good for any hero.

 

 

For the catalyst, in addition to the bonus of recovering spirit with med kits that I mentioned as its main priority, you should also get one that provides shield and invisibility when using med kits; this will immediately stop the damage taken.

 


Medallion:

   The only reason this is used here is because of the power duration, since the guaranteed critical damage buff from For Asgard! only lasts 10 seconds. We can accumulate more than 60% power duration with items to make this buff last 16 to 17 seconds on average. Power duration also affects item buffs too.

 

 

Legendary:

  Are the best option; they greatly increase all types of Thor's damage and provide a high critical chance, and as a bonus, they provide a "life saver" when Thor's HP is below 50%.

 

 

The Artifacts:

 

For the cosmic bonuses of the artifacts:

1) 10% cooldown reduction for the signature, is basically mandatory for any hero.

2) 15% reduction in spirit cost, which is mandatory in this build.

3) 1500 Dodge rating is what will provide us with the most effective life and damage reduction.

4) 1500 Deflect rating which also greatly increases effective life and damage reduction.

 

 

The best artifacts to increase your overall DPS are in the build, basically, with 95% of the heroes you'll use the Kurse and Crossbones artifacts, so we basically just have to choose the last two artifacts and there are many options for the last 2 slots:

 

  This artifact is definitely worth using on Thor, as its build utilizes a lot of power duration, making the base damage and critical chance buff from this artifact last at least 8 seconds. During this period, this artifact becomes one of the strongest artifacts.

 

   This excellent artifact increases health, base damage, critical strike chance, brutal damage, and attack speed for more DPS.

 

Below are other viable options that deliver similar results:

 

    This is an excellent alternative to increase your spirit recovery. If you are using this artifact, you will not need the 15% cosmic bonus to reduce spirit cost, and with that you can use another defensive cosmic bonus such as 1500 defense or 2000 maximum health or +1 to all attributes. In short, you trade some damage for more resistance by using this artifact.

 

  This is basically a universal artifact; it works for all heroes.

 

   The main positive point is the significant increase in critical chance and brutal strike, however, it leaves something to be desired in terms of base damage.

 

   This artifact would be perfect if it had a damage rating instead of an energy damage rating; even so, it's a good artifact to use temporarily.

 

   One of the most interesting options is that with this build, Thor has many guaranteed critical damage attacks, which means we'll have brutal damage very frequently. The problem is that there's no cosmic version of this artifact, so you end up sacrificing defensive cosmic bonuses for more damage.

 

The blessings are basically Hela's for all heroes in general.

 

 


Unique:

 

Slot 1:   Best option for most heroes overall, high base damage, crit, brutal, also deals DoT, plus provides health per hit which is very useful for Thor's survival. It has a revive but we don't want to need to use it, because if you die your DPS will be ZERO for several seconds, this revive is only to prevent you from ending up on the other side of the map if you die. If you don't have that item, you can use Thor's unique item .

 

 

Slot 2:   This is the best option because it offers power duration, which is the focus of the build. Fortunately, it provides several decent bonuses for Thor, such as energy and strength attributes, and brutal strike / damage. If you don't have one, you can use this one temporarily   But don't invest resources in it.

 

 

Slot 3:    Best option, it offers power duration, base damage, boss damage, energy and strength attributes, and brutal strike / damage. If you don't have that item, use Thor's item, which is also very strong and provides power duration .

 

 

Slot 4:   Unfortunately, this is the only viable option and it can be quite difficult to obtain. If you don't have it, stick with the Thor unique  until you get one skrull uniform.

 

 

Slot 5:    This is also the only option with a power duration; if you don't have it, stick with Thor's item .

 

 

Challenge bonus is energy attribute for all unique slots because in addition to increasing Thor's base damage, it also increases the reduction in Spirit cost.


For the enchantment of unique slots 1 and 5 is Critical Enchantment of Tyr , because Thor has a relatively low critical chance due to using 3 unique items that only benefit brutal damage, this helps a little. Alternatively, you can use A.R.M.O.R. Damage Upgrade.

 

For the enchantment of unique slots 2, 3 and 4 is A.R.M.O.R. Health Upgrade for more effective life.

 

 

Uru-Forged:

  It's the best option for any hero because it provides a good increase in survivability; the others offer too little damage to be relevant.

The Runeword is The Power Doop huge increase in brutal damage and a lot of critical damage, plus spirit recovery.

 

 

Ring:

  Overall, this is the best option for increasing damage for most heroes. For this build, the bonuses I chose were increasing the Brutal Strike chance to further increase DPS consistency and +3 to the energy attribute.

 

 

Insignia:

   I always use this insignia for any hero, even if it sacrifices a small portion of my damage because any other insignia with offensive bonuses won't make as big a difference compared to the benefits this one provides, this is the insignia that increases your damage resistance the most in the game, the bonus toughness in the description means that your hero and your allies will receive an average of 1000 maximum health and 1100 defense rating!.

For the affixes of insignia, the best is critical damage; for the second affix, you can try to obtain more freely, either with more brutal damage or with defensive bonuses such as deflect or dodge rating.

I know this insignia is extremely difficult to obtain; there are other options: Insignia of Valkyrie or Insignia of Thor.

 

 

Pet:

For the uncommon bonus: 8% of maximum health is the best option to have more effective life.

For the rare bonus: 50 spirit so you have some leeway for mistakes in case you forget to use the med kit to recover spirit.

For the epic bonus: 10% brutal damage is what will increase our damage the most, the other bonuses are very weak.

For the cosmic bonus: 1000 maximum health when using signature to have even more effective life, as an alternative there could be a bonus to increase the power radius by 15% when using signature, the other bonuses are not interesting.

For the unique bonus: +3 energy attribute for more base damage and spirit cost reduction.

 

 

Relic:

  Best option for Thor and also for 90% of heroes, it provides an increase of approximately 13% in critical / brutal damage, for those who don't know yet, increasing critical damage will increase brutal damage too.

 

 

Team-up: 

The team-up to help Thor in battles is completely optional; use whatever you prefer. Options include Jessica Jones to group enemies, Doctor Strange to heal you, or Agent Coulson for more DPS against bosses. Even Deadpool Kid / Pirate are great choices, as they completely stop all enemies attacks for 5 seconds. Personally, I like using Beta Ray Bill because it’s fun having two heroes spamming electric attacks.

To ensure team-ups survive, their gear should include cosmic bonuses that restore 100% of their health when using a medkit; another useful bonus is gaining a shield when hit. Regarding affixes, equipping two items with 10% damage reduction makes a significant difference for them.

 

 

Infinity System: 

Around 960 points are required to make this build at least minimally functional for its intended purpose, remember to accumulate a minimum of 150 total points in each gem to get all the gem's secondary bonuses the gem mastery, some of them are extremely useful.

 

Start by putting 1 point into the activation chance for each gem's damage; anything more than that is a waste of points.

 

Mind Gem: 178 total points were spent here to get 30% critical damage, but primarily to obtain the 10% Spirit cost reduction from the Mastery gem bonus. On top of that, we add a 0.6% critical hit chance, which gives us over 1% due to a beneficial calculation error in the game.

 

Soul Gem: 154 total points spent on this gem, it is mandatory for the survival of any hero and many people underestimate its bonuses or are unaware of their benefits.

To start, when you reach 50 total points you will earn the first mastery bonus, which will provide you with a second hidden med kit that will activate whenever you reach 30% health, this med kit has a 10 second cooldown and not 60 as the description says, however this med kit is not affected by the catalyst's bonuses, but is affected by the gem's healing bonus.

all points were spent on +15% healing received, which will affect all types of healing including med kits, health regeneration, skill healing, on-hit healing, even passive healing is affected. All of this helps any hero to survive much easier in battle, later on, once you have over total 1,000 Infinty points, I strongly recommend maximizing the healing received from this gem to 25%; since Thor relies heavily on his medkit to regain health, having this bonus maxed out will help him even more.

 

Space Gem: 150 points in maximum health will be enough for good survival which will also avoid dying with 1 hit in many situations, it is worth remembering that the more maximum health you have, the more hp will be healed by items such as the med kit and skills that heal based on maximum health, another very useful bonus is that the Gem Mastery gets 10% damage reduction when using a Med Kit, which also affects the Soul Gem's secondary Med Kit.

 

Time Gem: A total of 152 points spent on attack speed to significantly boost DPS. This is the minimum for any hero; once you have spare points, you can maximize this bonus. Plus, with Gem Mastery, we gain a dash every time we use our med kit; this is great for having dash available at all times in battles.

 

Power Gem: Total of 172 points spent on 75% brutal damage, +0.6% brutal strike chance to get more than 1% yes the same error that happens with the mind gem.

 

Reality Gem: 154 points spent here on the Energy attribute for increased base damage and Spirit cost reduction.

 

Once you have applied all the bonuses from the gems and maxed out the ones I recommended, you can spend your extra points on maximizing critical hit chance and brutal strike chance for more consistent DPS, and put the rest into the Energy attribute